Fixes issue with acceleration and recharge being identical in Melee config screen

Fixes various problems with interacting with a planet after interacting with a ship

Fixed floating rocks on Beta Wendigo I

Fixed bad placement of village on Wastear in the Lacaille 8760 system."

Fleet Battles Balance changes

Tywom

Despite being the first ship players get access to in the Adventure Mode, it’s incredibly powerful and one of the best. The incredibly rapid fire rate of the main gun made it too good at bursting enemy ships down. In particular, the Spawn Turret mechanic could be quite exploitative and anti-fun by encouraging the player to avoid the enemy spawning turrets and never engaging directly. These changes will make the Tywom play more actively and make it feel like more of a starter ship.

Tywom Bolt cooldown increased from 1.5 to 2.25

Turret duration reduced from 30 to 15

Max turrets reduced from 5 to 3

Points reduced from 12 to 10

Greegrox Swarm

The Greegrox was far too difficult to hit with projectiles due to the tiny Collision box combined with instant direction changing. These changes will make the Greegrox easier to hit.

Collision box increased from 0.25 to 0.30

Acceleration reduced from 18 to 12

Points reduced from 12 to 10

Measured Response

The Measured Response could be very frustrating to play against due to the permanent slows and difficulty to hit due to high acceleration, small hitbox and instant direction changes. It will be easier to hit and its weapons are getting toned down to justify its 7 points cost.

Red Tape now only temporarily slows instead of permanent slows

Acceleration reduced from 20 to 14

Invitation damage reduced from 10 to 8

Terran Cruiser

The Earthling Cruiser was too fragile and too clunky to control. These changes will make the Terran Cruiser stronger and more fun to play

Health increased from 19 to 24

Turn rate increased from 75 to 85

Lexite Interceptor

The Lexite Interceptor was far too strong to justify its low 9 point cost.

Points increased from 9 to 11

Trandals Frigate

The raw power of the Trandal Weapon was too much, especially when combined with its massive mobility allowing it to flank enemy ships or pickup all the salvage easily.

Laser Ribbon Bola damage per second reduced from 150 to 110

Scryve Probe

Like the Tywom Bolt, the Scout Shot was able to burst targets down far too quickly despite also having the dangerous self-destruct.

Scout Shot damage reduced from 6 to 5

Scout shot cooldown increased from 1.5 to 2.25

This is intended to also affect other ships using Scout Shot.

Drenkend Carrier

The Drenkend Carrier was too strong to justify 12 points. The De-energizer Bolt could be quite exploitative due to it’s rapid-fire and low energy cost, which could permanent chain stun targets.

Points increased from 12 to 16

De-energizer Bolt energy cost increased from 5 to 10

De-energizer bolt cooldown increased from 0.4 to 0.8

Xraki Devourer

The Xraki Devourer was too strong at 12 points. The long range and massive energy pool encouraged the ship to avoid the enemy and fly away poking long range black holes, which also were deadly at close range. Lowering the range of the Black Hole projectile will force the Xraki ship to approach the enemy more.

Points increased from 12 to 14

Energy cost reduced from 100 to 85

Black hole duration reduced from 5 to 2.5

Menkmack Negotiator

The Menkmack Negotiator was too weak for 12 points.

Points cost reduced from 12 to 10

Phamyst Consumer

Invitation was far too spammable at only 10 energy as it practically had no drain on the Phamyst, given the huge range and lack of required aiming it was too powerful.

Invitation Energy cost increased from 10 to 20

Kzanti Intimidator

The Kzanti ship was frustrating to verse as it was overly nimble and able to knock the enemy away with Repulsor. It will now be slightly less agile and not be able to spam Repulsor on top of planting mines. Especially important as this was one of the first ships the player would encounter in the Adventure Mode.

Not that I didn't like the original Trandals voice actor, but I do like the differentiation between the Overmind and the Free Trandals, and the new voice actor does a good job. The animated background is also good.

How do mods in general affect save games? Can I take my post game completion save, turn on some mods, and go adventuring? Does that bake the mod configuration into sequential saves I make? I am trying to get a general feel for how/when I should use mods.

How do mods in general affect save games? Can I take my post game completion save, turn on some mods, and go adventuring? Does that bake the mod configuration into sequential saves I make? I am trying to get a general feel for how/when I should use mods.

Yes, you can apply mods to an existing save game. If you disable the mod, the changes will go away. So if you remove a mod that had doubles the value of minerals, they will return to the original value.

Save games do remember what mods were enabled when you saved it and will warn you if you try to load it after disabling a mod.

Thank you for the patches, this game is now playable on my machine! It really is a pity that this was not the 1.0 patch (and as written earlier, I think many of the bugs should have been identified and addressed prior to 1.0), but despite all the issues with the communities, I really like this new universe start. Depending on the legal situation, I really, really hope to see more from the multiverse and not let this be another dead end.

Thank you for the patches, this game is now playable on my machine! It really is a pity that this was not the 1.0 patch (and as written earlier, I think many of the bugs should have been identified and addressed prior to 1.0), but despite all the issues with the communities, I really like this new universe start. Depending on the legal situation, I really, really hope to see more from the multiverse and not let this be another dead end.

It defnitely has made us appreciate the value of early access (which sco didn't have).

I could not resist and decided to tell about the noticed flaws and bugs in the game, as well as ask some clarifying questions.

Plot errors

When I was playing the game for the second time, I already knew about System A Satori in advance, and so, without even meeting with the Shamyksts, I flew into that system, broke the fleet of Skryves that hindered me (if the base ship is well pumped, it is not difficult) on the appropriate system and easily activated the portal by the code “which the Shamyksts gave me” ... WAT !? But I have not met them!

After the victory over the Xraki (portal explosion), the commander of the star control offers us to fly around the allies, ask them .. well, ok, we flew. The dialogue with the measured ones has especially fallen into the soul. In my opinion, it is necessary to completely reconsider what they can say and what certainly is not worth talking to all races after defeating Xraki, not only measured.

Soundtrack

After the victory over the Xraki (the explosion of the portal), and maybe earlier, in some systems of the supermind Alpha, the Delta Corps (perhaps others, did not check everything), there is no soundtrack at all.

Map

Could you fix the map in the game so that it is similar to SC2? In other words, that the names of the races were not somewhere below and it is not at all clear who is who, but the name of the race was right inside the area they occupy. This fix will be very useful for new players who have not yet played.

Example:

Probably it still makes sense to select free trandalls on the map, as it was at one time in SC2 with the insurgent yerhats?

Subject questions

In the Delta of Lynx there is a ship of luminous angels, who asked us to find the “clavis aurea” - I flew around the entire constellation of lynx, including the system of lvvoren, which also had luminous angels. I saved a radiant angel from the surface of the planet. I don’t remember which system, but I didn’t find this “clavis aurea”. Where is he and what is it at all, a bug?

Questions about the configuration of the fleet and the lead ship

The game has so-called weapon boosters, reflectors, boosters and energy storage devices. They are divided into two types: one for the fleet, the other for the base ship. Here is the question - do modifiers for the fleet include the base ship itself or not?

Difficulty in the game

At the highest complexity of the game, in my opinion, the final battles with scrives, xraki (including the portal) are easily traversed by one basic ship. The ship Mu-Keyan does cheat at all in battle with the defensive drones of the base stations. Maybe it is worth complicating the final battle? Remembering the battle of SC2 with samatra, while getting to the core, almost the entire fleet via MMRNMHRM was destroyed.

P.S. Thank you for having more or less brought optimization to the game, especially on volcanic planets, because it used to be terribly lagging, now it's better.

I've picked up a bug with game build v1.10.54010 which was reported on the Steam technical support page, but I'll repeat the important details here because it seems to be more active! (Feel free to move threads if necessary)

Beside the "Monitor Deep Starbase" I started a conversation with the Tywom vessel and does not seem to be an exit to the conversation. There are 3 topics and all of them end with asking if there is anything else returning to the same 3 topics. Appears to be an endless loop here.

I can't seem to exit the convo.. I suppose no one knows a way to exit another way without having to kill game and reload a save?

Spoiler:In case it helps the devs, the Tywom Battlecruiser is the vessel containing Urin, the famous Deep Space Tywom Friendship Survey Officer. It is stationary at hyperspace location x 642.3: y 59.6You ask him about a Pink Lorris/The secret precursor vault/..

I've picked up a bug with game build v1.10.54010 which was reported on the Steam technical support page, but I'll repeat the important details here because it seems to be more active! (Feel free to move threads if necessary)

Beside the "Monitor Deep Starbase" I started a conversation with the Tywom vessel and does not seem to be an exit to the conversation. There are 3 topics and all of them end with asking if there is anything else returning to the same 3 topics. Appears to be an endless loop here.

I can't seem to exit the convo.. I suppose no one knows a way to exit another way without having to kill game and reload a save?

Spoiler:In case it helps the devs, the Tywom Battlecruiser is the vessel containing Urin, the famous Deep Space Tywom Friendship Survey Officer. It is stationary at hyperspace location x 642.3: y 59.6You ask him about a Pink Lorris/The secret precursor vault/..